DARKEN'S PROFILE

*blows dust off ancient readme.txt*



Currently working on: The Machine that Breathes https://store.steampowered.com/app/1126210/the_machine_that_BREATHES/ (Please wishlist!)
the machine that BREATHE...
A tunneling machine finds itself injected into a body resembling a human.

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Immersion And You: The Do's And Don'ts

like i give a fuck

Immersion And You: The Do's And Don'ts

most unsatisfying article i've read in awhile. not saying it's bad but it's so general and lacks any focus.

Looking Back: Devil Hunter Seeker of Power

i actually think the simplicity of devil hunter's story is what some people should go for. there are a lot of games that try to be really twisty and over complicated with flash backs, plot twists, super important political dialogue, all at the very beggining as if the story has super duper meaning behind it when there's not enough pacing or growth for anyone to really care. i wouldn't mind seeing more devil hunter-type games.

Looking Back: Wilfred the Hero

arent you supposed to be dead

Looking Back: Wilfred the Hero

feel like the art direction is plain and weak in the 3D version (but its a demo reel so who knows) as opposed to the RM one's purple and orangey weird colors that I adored so much in teo's work.

this is a good idea btw, i kind of want to steal it

Misanthropic Mechanics -or- Finding your game's Core

That sounds like a context focus to me. Even so then JRPGs have lots of sidequests which sometimes diverges the story (aka subplots). Like uh I think there's an issue with context focus and mechanical focus that this article isn't clear on. In portal the mechanics are restricted to just the portal gun, you can move and jump but it never becomes more important than the gun. Every new toy introduced is reliant on the function of the gun. The context of the game is inside of a lab which serves the mechanics even more. I would call this a game truthful to its "core" because there's a gimmick with a well thought out execution that ties into it. In GTA if they chose to be more true to the core you might just spend the entire game stealing ONLY cars and ONLY doing driving missions. Nothing wrong with that or the existing GTA either way. ell.

Saying a game should stick it its core just sounds.... vague and restricting even though I'm with minimalistic games like Portal or Psychonaughts 100%. If slashphoneix's point is to tell people to stop adding in mini games and "systems" to the game for the sake of quantity then don't knock it up to games in general when talking about "sticking to the core" because that's a bigger issue. Limiting your focuses or whatever does not guarantee a good game, it's really just a preference (probably best for amateurs) and how much the creators really want to expand their ideas. Some people like open games at the expense of careful detail, some people don't.

Misanthropic Mechanics -or- Finding your game's Core

there's a stark difference between an open game and a focused game though. I kind of like it when games are scatter brained sometimes because there's a sense of 'zone' to it. Yes Portal was cool because it had one central mechanic and stuck with it and didn't bother with anything else. But RPGs are weird, like really weird. You can walk around, talk to people, do puzzles, battle, explore world maps. RPGs aren't ever known for their "core" even their genre status is questionable. If you want to make an RPG about only battles, cool, there's a certain preference for that. But yeah, boats and folks.

dude in OoT they put in the fishing mini game because they had extra time. It was completely improvised in the middle of development. The same argument against FF applies. I don't see how it's any different.

Mapping in 5 easy steps

only good mapping tutorial i've seen

Mapping Tutorial - Meadow

author=Blindmind
Not sure what you mean? Haha.


every chana post... but that's ok

Mapping Tutorial - Meadow

mapping with bob ross: think of the happy trees